Here be Dragons: Into the Unknown
Here be Dragons: Into the Unknown Rulebook
Table of Contents
Table of Contents
- Income and rewards from Settlements
- The goal of the game
- Playing the game
- Winning the game
- Game setup
- Movement and Terrain tiles
- Search for monsters
- Symbols
- Tech tree
- Monster tokens
- Settlements
- Event cards, Quests and Choices
- Gold, Resources and Influence points
- Production buildings
- Battles
- A player is killed
- Monster battles
- Player battles
- Bosses
- The Devourer
- Solo mode
Income and rewards from Settlements
| Settlement | Costs | Income | One-time reward |
|---|---|---|---|
| Village | 0 District cubes | 1 Gold | 1 Influence |
| Town | 3 District cubes | 1 Gold | 2 Influence, 1 Victory point |
| Fort | 6 District cubes | 2 Gold | 2 Influence, 2 Victory points |
| Citadel | 9 District cubes | 2 Gold | 2 Influence, 2 Victory points |
| District cube | 2 Resources |
The goal of the game
In Here be Dragons, your goal is to explore unknown lands and take control over the wilds. How you decide to do this is up to you. Dominate the area from your mighty citadel, explore forests and mountains in your hunt for fearsome beasts or help your people with their problems. The freedom is yours in this ever-changing adventure but do not forget that the other players seek the same goal.
The player's goal is to gather enough Victory points before their rivals and thus winning the game (more about that in the Winning the game section).
Playing the game
During the beginning of a turn, a player ends their travel by moving their Character figure to the location of their Travel marker. The player then takes an Event card from the Event card deck and also gains income from their Settlements and Production buildings they occupy. Note that if there are no cards left in the Event card deck it is reshuffled. If a player gets more than 10 Gold or 10 Resources they must give the excess to the player with the least amount of Victory points.
The player may now interact with the area they are standing on. It is possible to make multiple interactions but with some restrictions.
- You can search for monsters in an area by rolling a die (only once per turn).
- You can build a Village and upgrade it several times during the same turn if possible by placing District cubes. You can place as many cubes as you can afford.
- You can occupy a Mine, a Sawmill, a Sanctuary or a Farm by placing a District cube on it.
- You can play Event cards from your hand.
A player's turn is finished once they place the Travel marker on an adjacent Terrain tile to start a travel. When this player starts their next turn, they will arrive at the marked Terrain tile.
Winning the game
The winner of the game is the first player to reach the required amount of Victory points (decided by the players before the game). There are several ways to gain Victory points during the game. Players gain Victory points by building and upgrading Settlements, defeating dangerous foes (other players included) and by completing Quests. The Victory point tracker is located in the top of each Score tracker.
Game setup
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Players should first agree on the amount of Victory points (5 or 10) that are needed to win the current game, depending on the desired length of the game.
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Separate the Event cards with an eye symbol (Quests and Choices) from the remaining Event cards and place them on the side of the board. Then separate the corrupted cards into another pile (see The Devourer section for more information). Shuffle the remaining Item Event cards (these are the ones with a Bag symbol) and draw an equal amount of them according to the list below depending on how many players are in the game. Any remaining Item cards are removed from the game. Lastly, shuffle the different Event cards (Quests, Choices and Item cards) together into one deck. This is the Event deck.
- 1p = 16 Item cards
- 2p = 19 Item cards
- 3p = 21 Item cards
- 4p = 25 Item cards
- 5p = 30 Item cards
- 6p = 37 Item cards
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Separate the three types of Monster cards (1-2, 3-4 and 5+) into three separate decks and place them on the side of the play area. Make sure to have enough room for separate discard piles next to the decks as well.
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Each player receives the following components:
- 1 Village / Town token, 1 Fort / Citadel token
- 17 Player / District cubes
- 1 Travel marker
- 1 Character meeple
- 1 Score tracker / Tech tree
- 2 Attack dice
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Each player sets their Score tracker as follows:
Movement and Terrain tiles
At the end of a player's turn they may choose to start a travel which will be resolved during the start of their next turn. To do so, the player places their Travel marker adjacent to the Terrain tile where they currently stand. The player may choose to travel to a previously explored Terrain tile or move to an unexplored area (an area with no Terrain tile).
If a player has started a travel during their previous turn, they must immediately end the travel at the start of their current turn. To do so the player moves their Character figure into the Terrain tile/area where they placed their Travel marker. The Travel marker is now removed to be used in the next travel.
In Here be Dragons the players will randomly create a new map during each playthrough, no game will be the same as the last. The game contains six different types of Terrain tiles (with the Corrupted and Dungeon tiles):
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Plain tiles — Can be used to build Settlements. Can contain a Farm, a Sanctuary or a Watchtower. (Note that a player can control a Settlement, a Farm or a Sanctuary on the same Plain tile by only using one District cube.) Players can move up to three connected Plain tiles if they start their travel on a Plain tile. If a Plain tile with a Watchtower is placed, all the adjacent unexplored areas are revealed (draw from the Exploration bag). If a Water tile is drawn this way, the tile is placed adjacent to the Watchtower (it does not have to be placed adjacent to another Water tile). Sanctuaries are Safe havens as well as revival places for dead players (see the A player is killed section).
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Forest tiles — Can contain Sawmills. Can be searched to find monsters.
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Mountain tiles — Can contain Mines. Can be searched to find monsters.
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Water tiles — Can only be accessed by boat. Can contain Harbors. Must always be connected to other Water tiles (with the exception for Harbors). Players can move up to three connected Water tiles if they start their travel on a Water tile. The starting tile counts as a regular Water tile.
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Special tiles — Dungeon. When a Dungeon tile is placed, place 3 Monster tokens on it. When entering a Dungeon tile, the player has to fight a level 1-2, 3-4 and 5+ monster in the given order. If the player defeats the monsters, no more Monster tokens are placed on the tile. If the player is defeated, the Monster tokens are placed back on the tile.
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Corrupted tiles — Can not contain Settlements, Monster tokens or District cubes. Players lose 1 Health point when they end their turn standing on a corrupted tile.
Usually a player can only move to an adjacent Terrain tile/area but there are a few exceptions. Plain- and Water tiles can be used to move up to three tiles during the same travel. To do so the player must start their travel on a Plain or Water tile and must be adjacent to three or less of the same Terrain tiles in a row. The player may then choose to place their Travel marker further away than normal.
Water tiles can only be accessed by boat and thus a player can only enter a Water tile from a Harbor. Harbors can be found on Water tiles containing the Harbor symbol and must be adjacent to a land tile (plain, forest or mountain) to be accessed. Settlements built adjacent to a Water tile also count as a Harbor and can be used accordingly. When a player travels into an unexplored area and draws a Water tile from the Exploration bag, they must place this Water tile next to a previously explored Water tile (if possible). The player who drew the new Water tile is the one who decides where on the map to place it. The player then continues to draw Terrain tiles until they are able to enter the new area. Note that if the drawn tile is a Water tile with a Harbor, the player must enter it as normal, disregarding the water rule.
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If a player draws a Water tile when entering an unexplored area and cannot place it next to another Water tile on the map, they must place it as normal (at their Travel marker). If the Water tile does not contain a Harbor symbol the player cannot access it and is forced to end their travel on another Terrain tile/area adjacent to where they started.
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If a player draws a Water tile when entering an unexplored area while already in a boat, that player must place the new Water tile as normal (at their Travel marker) and end their travel normally.
Search for monsters
When a player stands on a Forest or Mountain tile they may choose to search the area; this can only be done once per turn. To search an area the player rolls a die and the outcome can be as follows:
- If the player rolls 1-2, they find nothing, and the turn continues.
- If the player rolls 3-6, they find a monster (strength according to the monster symbol on the tile) and may choose to fight or flee (more about that in the Monster battles section).
Symbols
Certain Terrain tiles can contain symbols. These symbols represent traits that can be exploited from the area. The symbols that can be found on Terrain tiles are:
- Harbor symbols — Players can access Water tiles from these areas.
- Monster symbols — Players can search these areas and fight monsters with the corresponding strength shown next to the symbol (more about that in the Monster battles section).
- Resource symbols — The player who draws this Terrain tile immediately gains the number of Resources shown next to the symbol. Players can occupy these areas to gain Resource income during their turn (more about that in the Production buildings section).
- Starting symbol — The game contains one Water tile with the Starting symbol. This is the Starting tile which is always the first Terrain tile placed in the game.
Each Terrain tile contains a corrupted side (the back of the tile). The corruption symbolizes a destroyed area and does not contain any symbols. Settlements, Monster tokens or cubes cannot be placed on Corrupted tiles, but players can move on them (with penalty). When a player ends their turn while their Character figure stands on a Corrupted tile, they lose 1 Health point. Corruption will only be encountered later in the game and more information about it can be found in the Bosses section.
Tech tree
Players have 2 cubes that they can upgrade their equipment with. Players start with both cubes just above the roots of the Tech tree on the sword symbol. The players can upgrade by using Gold, indicated by the number in the Gold symbol. One cube must follow the Gear branch and the other cube can follow any of the other branches.
The amount of Attack dice a player has is indicated by the numbers in the Sword symbol next to each weapon. If a player has a weapon and a gear, the attack dice are combined. If a player wants to switch branches to use another weapon they must start from the beginning of that branch.
Editor's note: the Tech tree diagram (branch names, upgrade costs and Attack dice values per node) is printed as an image that is not legible at the scan resolution; it is not transcribed here. Consult the printed board for the individual node values.
Monster tokens
When a player enters a Terrain tile containing a Monster token, they must fight a monster immediately after the End travel phase by drawing a Monster card from the corresponding Monster card deck (more about that in the Monster battles section). If the monster is defeated, the Monster token is discarded. After the battle, the player may still choose to search the area (more about that in the Battles section). Monster tokens are stackable (max 3). This means that if a player fails to defeat a monster on a Terrain tile that contains a Monster token, the player must place a second Monster token there. If a player enters a Terrain tile containing more than one Monster token, the player will have to defeat all of them. Players will not regain their original Attack dice between these battles (this is also the case when entering a Dungeon tile). For example, if a player only has 1 of their 2 Attack dice left after the first Monster token battle, they start the second Monster token battle with 1 Attack die as well. Monster tokens can only be placed on Terrain tiles that have a Monster symbol and never on a tile containing a Character figure.
Settlements
An important part of securing the new lands is to keep the people safe and happy. During the game, players will build and expand their Settlements in order to gain Victory points, Influence points and Gold as well as having a safe haven to return to. To build a Village, a player must stand on a Plain tile that is not occupied by another Settlement, District cube or Monster token. District cubes can be placed and Settlements can be upgraded to the next level even if the player's Character figure is located elsewhere on the board. Settlements have four sizes as follows:
- Village — Can be built on a Plain tile. Costs no Resources to build. Produces 1 Gold income to the player who owns it. When built, the owning player gains 1 Influence point as a one-time reward.
- Town — Can be built from a Village. Produces 1 Gold income to the player who owns it. When built, the owning player gains 2 Influence points and 1 Victory point as a one-time reward.
- Fort — Can be built from a Town. Produces 2 Gold income to the player who owns it. When built, the owning player gains 2 Influence points and 2 Victory points as a one-time reward.
- Citadel — Can be built from a Fort. Produces 2 Gold income to the player who owns it. When built, the owning player gains 2 Influence points and 2 Victory points as a one-time reward.
Any Settlement built adjacent to a Water tile functions as a Harbor, thus it gives players access to other Water tiles. Players can skip their Travel action (by not placing the Travel marker) when standing in a Settlement to Rest and gain 3 Health points at the start of their next turn.
When building a Settlement, place your Village token and 1 District cube on a Plain tile and claim your reward. To upgrade a Settlement, the player must place 3 District cubes adjacent to the Settlement or another District cube. Every 3rd District cube that is placed will upgrade the Settlement 1 size level (the cube on the Settlement does not count). Placing a District cube costs 2 Resources. Players may also choose to move a District cube to another area for the cost of 2 Resources. Placing a District cube on water, in another player's District / Settlement or on a tile containing a Monster token is not possible. If a Monster token is placed on a tile with a District cube, the cube is returned to the player and can be used again as normal. District cubes must be placed adjacent to another Terrain tile with a District cube of the player's color. They also must be connected to the player's Settlement in order to produce income. A Settlement can be destroyed for example by using the Manipulate water spell or by being corrupted by the Devourer. In these cases, the Settlement can be rebuilt in another location on the board as long as it is on a Plain tile. Rebuilding a Settlement is free of cost and is rebuilt at the same level as when it was destroyed. Remember that District cubes still must be connected to the Settlement in order to function.
If a player enters another player's District, they must always pay 1 Gold in Toll fee to the owner of that District. If the player has 0 Gold they cannot enter another player's District. The player who entered can now walk in this District / Settlement without paying any Gold until they enter an area that is not occupied by another player.
Resting allows the player to regain 3 Health points per turn spent in a Settlement or Sanctuary (if they do not start a travel). These Health points are gained at the start of the player's next turn. Settlements and Sanctuaries also serve as Safe havens which means that Monster tokens cannot be placed, and players cannot attack each other in Settlements. If a player is killed (see the A player is killed section), they will be revived in the nearest Settlement (if that is another player's Settlement, the revived player does not pay the Toll fee).
A player can use other players' Settlements to Rest and access Water tiles but must then pay a Toll fee of 1 Gold to the player who owns the Settlement. The Toll fee is paid when a player enters a Terrain tile containing another player's District cube.
A player can only own one Settlement at any given time. Each Settlement must hold a District cube, indicating who owns that area. If a player's Settlement - for some reason - would be destroyed, the player may build a new Settlement (starting from a Village). However, they will not receive any one-time reward that they have already received.
Event cards, Quests and Choices
When a player starts their turn (after the End travel phase) they must take an Event card faceup (Eye symbol) or facedown (Bag symbol) as indicated on the card from the Event card deck. Event cards with an Eye symbol are placed for all players to see and are discarded once the effects stated on the card are resolved, while cards with a Bag symbol are regarded as Items. The player who drew an Item card takes it to their hand without showing the other players. Event cards usually only affect the current player but can also affect all players. The cards explain the effect, but some of them are special:
- Quests — When a Quest is drawn from the Event card deck, it is placed on the side of the play area for all players to see. The Quest is now active. This Quest can be completed by any player who succeeds with the task stated on the Quest card. When a Quest is completed, the player who completed it first receives the reward described on the right side of the card. The Quest is then discarded facedown in the Event card discard pile.
- Choices — Some events let the player choose the outcome of the card. The player then chooses one of the outcomes, resolves the outcome and discards the card facedown in the Event card discard pile.
- Items — Can be used against monsters, other players or for the benefit of the player. A player can have a maximum of 5 Item cards in their hand. If a player gets more than 5 cards they must discard the excess. A player cannot use a similar Item card twice during the same battle.
Card examples printed in the rulebook:
- Treasure Island (Quest, faceup): "Explore any land tile only connected to water."
- Aftermath (Choice, faceup): "Choose one: Loot the corpses: Gain 3 Gold and lose 2 Influence. Order burial: Gain 2 Influence and lose 3 Gold. Let the bodies be: Nothing happens."
- Reanimate Corpse (Item, facedown, Spell): "One use: Usable in any battle before the first battle roll. Draw the latest 3-4 level monster from the discard pile. The target must battle this monster before the original monster or player (the monster will have no traits and no [symbol, not legible in the scan] will be placed from this card)."
Gold, Resources and Influence points
During the game players will gather Gold, Resources and Influence points to aid them in their adventures. Gold is the main currency in the world of Here be Dragons and is mainly used to upgrade weapons or gear. Settlements produce some amount of Gold for players depending on the size of the Settlement.
Resources are harder to get than Gold and are used to place District cubes. Players can get a steady supply of Resources by occupying Production buildings (more about that in the Production buildings section). If a player's Gold or Resource score is at maximum during the Income phase, the player with the least amount of Victory points gets the excess.
Influence points symbolize a player's popularity amongst the people. Influence points can also be lost through making morally bad decisions (like attacking other players). If a player attacks another player they lose 2 Influence points. A player may choose to convert 10 Influence points to 1 Victory point.
Production buildings
Some Terrain tiles contain Production buildings that can be occupied. These buildings are indicated with Resource symbols on the side of the Terrain tile. Most of the buildings produce 1 Resource but some produce more. A player can occupy a Production building that is not occupied by another player. To do so the player pays 2 Resources and places their District cube on the Terrain tile as long as it is adjacent to an area or Settlement occupied by that player. A player controlling a Production building gains the amount of Resources that is indicated on the Terrain tile once per turn. Thus, these Terrain tiles become vital points for the players. A player can choose to remove their District cube from a Production building and place it on another Terrain tile. Doing so will still cost the player 2 Resources. The Production buildings in Here be Dragons are the following:
- Farms — Can be found on Plain tiles.
- Sawmills — Can be found on Forest tiles.
- Mines — Can be found on Mountain tiles.
- Sanctuaries — Can be found on Plain tiles.
It is possible for players to build a Settlement on a Plain tile and still receive income from a Resource building on the same tile (only 1 District cube is needed). If a Monster token is placed on an occupied Production building, the production will stop and the District cube will return to the player. Thus, players can sabotage other players' production without suffering any Influence point penalty.
Battles
In Here be Dragons, players will face monsters as well as other players in battles. Each time a player faces an opponent it is considered one battle. A battle is determined by dice rolls between players, called Battle rolls, where the victor is the one who rolls the highest dice. These dice are called Attack dice and a player always starts the game with 2 Attack dice. Other than that, Item cards have unique traits to turn the tide of the battle. A player can use Item cards before and after Battle rolls. Each Battle roll is resolved through comparing each player's Attack dice rolls from the highest to the lowest.
A player loses an Attack die if the roll is lesser than the opponent's roll. This is called a Hit.
The player who loses all of their Attack dice first loses the entire battle.
Here is an example of the basics of battles in Here be Dragons between the Red Example Player (REP), using 3 Attack dice, and the Black Example Player (BEP), using 5 Attack dice:
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During the first Battle roll, the REP rolls a 6, a 5 and a 4 while the BEP rolls a 6, another 6, a 3, a 2 and a 1. This results in a tie between the 6s which means they will both be used in the next Battle roll. The BEP's other 6 beats the REP's 5 resulting in a Hit where the REP loses one Attack die for the rest of the battle. Lastly, the REP rolled a 4, thus beating the BEP's 3 which is also removed. The BEP's lowest dice (2 and 1) cannot be compared against the REP in this Battle roll and are therefore used again in the next Battle roll.
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During the next Battle roll the REP rolls a 4 and a 3 with their remaining Attack dice while the BEP rolls a 5, a 2, a 1 and a 1. After calculating the results, both players lose 1 Attack die each.
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During the third Battle roll, the REP rolls a 2 while the BEP rolls a 4, a 4 and a 1. The REP loses their last Attack die and is thereby beaten.
A player is killed
If a player loses all their Health points after a battle (or by other means), they are killed. The player then removes their Character figure from the map/play area, discards all of their Event cards (on hand) and finally loses all their Gold and Resources. At the start of the killed player's next turn they will be revived at the closest Settlement (more about that in the Settlements section) by placing their Character figure on that Terrain tile. The player will level down 1 step on a branch of their choice on the Tech tree. The player will then gain 10 Health points.
Monster battles
Monsters come in many forms, with matching traits to aid them in battle. When a player searches a Terrain tile, they may encounter a monster. The strength of the monsters in the area is shown on the side of the Terrain tile and they are categorized into three strength levels:
- 1-2 — These are the weakest monsters that give the smallest reward.
- 3-4 — These are relatively strong monsters that give a medium reward.
- 5+ — These are the strongest monsters that really pose a challenge to players. They give a high reward if defeated, including a Victory point.
Here follows a step by step guide to fights between players and monsters:
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When a player has searched an area and rolled a 3-6, they must draw a Monster card from atop the Monster card deck corresponding to the monster's strength level, shown on the Terrain tile.
If the monster seems too overwhelming for the player, they may choose to flee before the first Battle roll. To do so the player rolls a die to determine whether they succeed in the escape.
- If the player rolls 1-3, they fail to escape and must battle the monster.
- If the player rolls 4-6, they have successfully fled the battle and discards the Monster card facedown into the corresponding Monster card discard pile.
The player then retreats to an adjacent explored Terrain tile by immediately placing their Character figure there. They then place a Monster token on the Terrain tile from which the retreat took place. If the only option for the retreat is to a Water tile, the player ignores the rule for Harbors (more about that in the Movement and Terrain tiles section) and enters the Water tile. A player cannot retreat to an unexplored area. A player never loses Health points when they retreat.
If the player battles the monster, they choose another player to act as the monster. The chosen player will roll Attack dice and use the monster's traits in this battle. The chosen player is now regarded as the monster and not as their own character.
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In this example, the player has not yet upgraded any branch on their Tech tree or gained any Item cards and can therefore only attack with their original 2 Attack dice. The monster in this case only uses 1 Attack die (indicated by the strength level in the top left corner on the Monster card).
Before and after Battle rolls, the player may choose to use Item cards if the card does not say otherwise. In this case, the player does not have this opportunity.
The player and the monster roll their Attack dice simultaneously against one another. After the Battle roll, the players calculate the outcome. In this case the monster rolled a 4 while the player rolled a 3 and a 2. The dice are compared between the fighters with the highest rolls first:
- The monster's 4 beats the player's 3, thus the monster Hits the player and wins this Battle roll. The player loses 1 Attack die for the rest of the battle because of the Hit. The player's 2 could not be compared against a die and is therefore still used in the next Battle roll because it had no effect during the current Battle roll.
Card examples printed in the rulebook: the Elfling monster card (strength 1, 1 attack die) has two traits:
- Swarmer: It gets 1 Attack die for the next battle roll for each hit it gets on the player.
- Fast: It may reroll one die that does not count as a hit each battle roll.
Player battles
If a player gets too strong and is closing in on the final Victory point, other players may decide to strike. Players can only attack another player that has a higher amount of Victory points than the attacking player. Both player figures must be standing on the same Terrain tile (even if one player has started a travel). Settlements however, are regarded as Safe havens where players cannot battle.
Attacking another player is regarded as a morally bad action meaning that the attacking player loses 2 Influence points before the battle. If the attacking player cannot afford to lose 2 Influence points, they cannot attack other players.
Fights between players work the same way as other fights (see the Battles section for more information). Before the first Battle roll, any player may choose to flee (more about that in the Monster battles section).
If a player defeats another player in battle, they steal 2 Victory points from the defeated player. Also, the defeated player loses Health points equal to the original amount of Battle dice the winning player has.
Bosses
"Suddenly the sky went dark, like thousands of crows covering the sun. I swear that the mouth of hell opened itself in the sky above me. I could not move or look away, as if my feet were frozen into the grass beneath me. Before I could gather the strength to act, I saw it. Its wings, if you could call them that, came out of the dark abyss together with countless horrific creatures. This is the void itself I tell you and it's here to devour us all." — Unknown
In the Here be Dragons core game, players will face the Devourer boss. Bosses are extremely powerful enemies to all players and can end the game if not defeated. If players choose to use a boss in their game, follow the instructions that come with that specific boss. Only one boss can be used in a game (if the rules to a boss don't state otherwise).
The following guide is used to apply The Devourer to a game of Here be Dragons:
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During the Game setup phase (see the Game setup section for more information), place the Devourer boss figure on the side of the play area together with the Boss card which is placed facedown (all the battle information should be facedown).
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After the Event deck has been created, split it into two separate decks and shuffle the eight Corrupted cards into one of them and place that deck underneath the deck that does not contain any Corrupted cards. Now the Devourer is ready to be awakened (triggered) which will eventually happen during the game.
This is how the Devourer boss functions:
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If a player draws a Corrupted card from the Event card deck, this card will be placed faceup on the Boss card instead of being discarded. When three Corrupted cards have been placed on the Boss card, the Devourer will awaken. The player who draws a Corrupted card loses 1 Health point.
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When the Devourer awakens, flip the Boss card faceup to reveal its strength level and traits. Then turn the Starting tile to corrupt it and place the Devourer boss figure on the Starting tile. When 3 Corruption cards have been drawn, shuffle all the Event cards (remaining cards in the deck and the discards) and continue as normally.
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From now on, each time a Corrupted card is drawn from the Event card deck, all Terrain tiles adjacent to Corrupted tiles will also become corrupted by turning the Terrain tile. Everything atop of Corrupted tiles is removed except Character figures. Characters standing on a Corrupted tile lose 1 Health point (more about this in the Movement and Terrain tiles section).
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Once a total of 8 Corrupted cards have been drawn, the players have one more round to defeat the Devourer by defeating it in battle. If the players fail to do so, the game is over, and the Devourer wins.
The Devourer
The Devourer is a strong enemy that changes the map during the game. If a player is killed by the Devourer, they do not revive as normally (see the A player is killed section). Instead they lose everything but their Victory points and their 2 original Attack dice. This player is now regarded as corrupted and serves the Devourer.
A player who is killed by the Devourer will be revived adjacent to the Devourer boss figure with 10 Health points and 2 extra Attack dice (4 in total). The corrupted player does not lose Health points from standing on Corrupted tiles; instead they will regain 1 Health point each time they end their turn standing on a Corrupted tile. If they are killed, they skip a turn and will be revived adjacent to the Devourer boss figure. A corrupted player can move up to three Corrupted tiles if they start their travel on a Corrupted tile. Otherwise the player moves as normally.
Boss card, The Devourer (strength 8; 10 Gold, 10 Resources, 10 Influence, 3 Victory points as shown on the card):
- Corrupted aura: If it rolls any 6, it gets 1 extra Attack die for the next battle roll.
- Fear: Ignore the player's highest die roll each battle roll. Use it again during the next battle roll. Ignore this if the player only has 1 die.
- Dragon. Corrupted. Boss.
Corrupted players cannot do anything (search, move to unexplored areas, rest, gain Gold, Resources or Influence points, draw or use Event cards, build Settlements). They can enter Settlements (without paying toll fee) and can fight other players in Settlements and Sanctuaries.
A corrupted player's only goal is to steal Victory points by defeating other players and monsters (through Monster tokens) in battle (they do not lose Influence points for attacking players). The corrupted player only steals 1 Victory point if it defeats another player. They can even attack players with lower Victory points than themselves. If an uncorrupted player is killed by a corrupted one, they also turn corrupted as if they were killed by the Devourer and follow the same rules as mentioned above. If a corrupted player gets 10 Victory points they still win (in the sense that their master, the Devourer, wins along with its mindless slaves). If the Devourer is defeated when one or more players are corrupted, those players will respawn on the Starting tile and continue as normal players. The player keeps their Victory points but only having 2 Attack dice and 10 Health points.
Solo mode
It is possible to play Here be Dragons alone against the growing corruption of the Devourer. The goal here is to reach 10 Victory points before the eight corrupted cards have been drawn OR to defeat the Devourer in battle. Split the Event card deck into two decks and shuffle the 8 corrupted cards into one of them. Place that deck on the side of the play area and place the deck with no corrupted cards on top. The corruption will spread each time a corrupted card is drawn as normal. No Travel marker is used in Solo mode.